Wenzel Jakob Profile
Wenzel Jakob

@wenzeljakob

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Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering

Lausanne, Switzerland
Joined June 2019
Don't wanna be here? Send us removal request.
@wenzeljakob
Wenzel Jakob
3 years
Differentiable rendering of meshes tends to produce horrible, tangled geometry 😬. We propose a simple and efficient way to fix this (with @b_nicolet and @_AlecJacobson , to appear in SIGGRAPH Asia'21, 1/7.)
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@wenzeljakob
Wenzel Jakob
2 years
We're excited to present a new method to render Signed Distance Functions (SDFs) in a differentiable manner, enabling high-fidelity image-based shape reconstruction. This is joint work with @DelioVicini and @seb_spe and will be presented at SIGGRAPH'22. (1/8)
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@wenzeljakob
Wenzel Jakob
2 years
Today, I am releasing *nanobind*, a new tool for generating bindings between C++ and Python code. If you use pybind11 or Boost.Python, then this will likely be of interest to you. For historical context: pybind11 started out as a side project of mine back in 2015. (1/7)
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@wenzeljakob
Wenzel Jakob
6 months
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: )
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@wenzeljakob
Wenzel Jakob
8 months
A response to a student who was surprised that I still bother working on "old" (non-AI/ML) topics in graphics.
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@wenzeljakob
Wenzel Jakob
2 years
*Mitsuba 3* is now available! It's a major redesign of the lab's infrastructure for differentiable rendering building on the Dr.Jit just-in-time compiler announced yesterday. Full video link: 1/10
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@wenzeljakob
Wenzel Jakob
4 years
I'm incredibly proud to announce Mitsuba 2 (), the result of more than three years of hard work by my group ( @merlin_ND , @gllmLoubet , @seb_spe , Delio Vicini, @tizianzeltner )
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@wenzeljakob
Wenzel Jakob
1 year
After over a year of development, I am excited to release the first stable version of *nanobind*, a tiny library for efficient C++/Python bindings. Much has happened since the first announcement: CPU/GPU data exchange with tensor frameworks, Eigen dense/sparse matrices, .. 1/3
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@wenzeljakob
Wenzel Jakob
2 years
@lufthansa @djthomashome @Apple Makes me wonder how pure the stated motive is.. More likely, it is difficult to deal with customers that know exactly where their lost luggage is located.
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@wenzeljakob
Wenzel Jakob
2 years
I am excited to announce *Dr.Jit*, a just-in-time compiler for differentiable rendering. Dr.Jit is the foundation of the differentiable rendering stack at EPFL and powers the upcoming Mitsuba 3. The project is a joint work with @seb_spe , Nicolas Roussel, and @DelioVicini . 1/8
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@wenzeljakob
Wenzel Jakob
5 months
I was promoted to associate professor 🥳
@EPFL_en
EPFL
5 months
📢 The @ETH_Rat has announced the appointment of two professors at EPFL. Congratulations to Charlotte Bunne @_bunnech and Wenzel Jakob @wenzeljakob .
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@wenzeljakob
Wenzel Jakob
3 years
During the last year, my group has been pondering a great deal about differentiable rendering to understand it theoretically and improve efficiency substantially. I'm excited to share several major discoveries of this work. Full presentations will take place at @siggraph (1/7)
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@wenzeljakob
Wenzel Jakob
1 year
Look what arrived in the mail today!
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@wenzeljakob
Wenzel Jakob
1 year
Did you know that inverse rendering can suffer from severe bias when the images are noisy (e.g. made using Monte Carlo methods). Our SIGGRAPH'23 paper dives into this overlooked issue (w/ @b_nicolet , Fabrice Rousselle, @_jannovak , Alexander Keller, and Thomas Müller)
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@wenzeljakob
Wenzel Jakob
3 months
If you try to optimize geometry using a differentiable renderer, there is an elephant in the room: geometry causes discontinuous visibility changes, which mess up the derivatives. To use indirect cues like shadows in geometric reconstructions, this issue must be fixed. (1/7)
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@wenzeljakob
Wenzel Jakob
1 year
The Realistic Graphics Lab is looking to recruit a *PhD student* and a *Research Engineer*. We develop algorithms and systems that invert the process of rendering to reconstruct realistic 3D worlds from images. A bit like "TensorFlow", but for physical simulations of light.
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@wenzeljakob
Wenzel Jakob
2 years
Did you know that differentiating a volume renderer will produce biased and noisy derivatives? Our new sampling technique fixes this, improving reconstruction of editable & relightable volumes. Joint work with @merlin_ND , Thomas Müller and Alex Keller at SIGGRAPH'22. (1/8)
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@wenzeljakob
Wenzel Jakob
4 years
I'm thrilled and incredibly grateful to receive an ERC Starting Grant (1.5M€) that will enable my team to pursue an ambitious research agenda targeting differentiable & inverse rendering. Many thanks to my group and colleagues at @ICepfl , @EPFL_en for their support. @ERC_Research
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@wenzeljakob
Wenzel Jakob
5 years
I’ve just released Enoki, which is the vector math/autodiff/GPU library that underlies our upcoming differentiable renderer Mitsuba 2. Feel free to upvote on Hacker News :).
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@wenzeljakob
Wenzel Jakob
3 years
Our latest SIGGRAPH Asia'20 paper (w/ @gllmLoubet , @tizianzeltner , and @nholzschuch ) is now available! It proposes a new analytic scheme to compute the contribution due to glints and caustics via a single rough (GGX) reflection or refraction. Link:
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@wenzeljakob
Wenzel Jakob
2 years
We can also jointly optimize geometry and appearance. In the example below, we determine the albedo and roughness of a Disney BSDF (shown under new viewing/illumination conditions). (6/8)
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@wenzeljakob
Wenzel Jakob
1 year
Hot take: we need a non-neural track for the remaining few papers of this category at conferences ;). Let's also give them a badge. Here is my humble proposal.
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@wenzeljakob
Wenzel Jakob
3 years
NVIDIA donated one of their new-gen graphics cards to the lab. Can't wait to do some differentiable rendering on this—thank you @nvidia !
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@wenzeljakob
Wenzel Jakob
4 years
Our SIGGRAPH project on efficient sampling of caustics and glints (w. @tizianzeltner and @iliyang ) was featured by @twominutepapers ! The video talks a lot about my PhD work—I want to point out that Tizian is the genius behind this paper, so he deserves all of the kudos!
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@wenzeljakob
Wenzel Jakob
4 years
I’m really excited to share three #SIGGRAPH2020 papers. The first w/ @MerlinND , @seb_spe & Benoît Ruiz fixes the “memory explosion” problem of differentiable rendering, i.e. that the computation graph becomes so large that one runs out of memory after seconds of computation. 1/3
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@wenzeljakob
Wenzel Jakob
3 years
EPFL had a nice turnout at SIGGRAPH'21: 8/8 submissions accepted 🥳 (5 involving the geometric computing lab, 3 involving the realistic graphics lab). Looking forward to be able to share more details soon.
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@wenzeljakob
Wenzel Jakob
2 years
Finding it difficult to concentrate on anything these days. My thoughts are with Ukraine 🇺🇦
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@wenzeljakob
Wenzel Jakob
1 year
Merlin Nimier-David ( @merlin_ND ) and Delio Vicini ( @DelioVicini ) had their public defenses and graduated recently. They are the last two of the first generation of students at RGL. I am incredibly proud of the many amazing things they accomplished while here.
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@wenzeljakob
Wenzel Jakob
3 years
The second project "Path Replay Backpropagation: Differentiating Light Paths using Constant Memory and Linear Time" (with @DelioVicini and @seb_spe ) fixes a fundamental scalability bottleneck shared by all physically based differentiable rendering done so far. (1/6)
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@wenzeljakob
Wenzel Jakob
2 years
A beautiful explainer video covering ray tracing, adjoint transport, Monte Carlo methods, reservoir sampling, and more. And all of this in 30 mins, fully rendered, with a captivating "puppet theater" explaining the ideas intuitively. How cool is that? 🤯
@fu5ha
gray 🌄
2 years
Alright computer graphics twitter, here's likely the best full-course, intuitive introductory explainer on the core of modern ray-traced rendering techniques I've ever seen, and it has pitifully few views for its quality.
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@wenzeljakob
Wenzel Jakob
6 months
The realtime viewer of this project uses Dr.Jit to compile fused neural inference kernels. All in Python, and running at hundreds of FPS. So cool! I look forward to learning more about the nitty gritty details..
@zianwang97
Zian Wang
6 months
🚀 Introducing our #SIGGRAPHAsia work “Adaptive Shells”, a novel #NeRF formulation that yields high visual fidelity and greatly accelerates rendering. TLDR: Auto-derived bounding shells result in up to 10x faster inference than InstantNGP! [1/n]
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@wenzeljakob
Wenzel Jakob
3 years
Do you enjoy building graphics software? My lab is looking to recruit a research engineer to help develop the next generation of Mitsuba, a physically-based renderer for solving inverse problems. A job ad with more details is posted here:
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@wenzeljakob
Wenzel Jakob
5 years
We have 2 papers at #siggraphasia that together make up #mitsuba2 , RGL's new fully differentiable, vectorized, spectral, and polarized renderer. The first (w/ @merlin_ND , Delio Vicini, @tizianzeltner ) explains the system, which looks a lot like a compiler:
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@wenzeljakob
Wenzel Jakob
2 years
Combining these gradients with an optimizer produces a method for image-based geometry reconstruction. Unlike prior work, this does not require silhouette or mask losses, explicit meshing or complex regularization. (5/8)
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@wenzeljakob
Wenzel Jakob
3 years
The overhead of doing this is tiny compared to the rest of the differentiable rendering pipeline. Hooray! The paper and video are available here: (6/7)
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@wenzeljakob
Wenzel Jakob
3 years
We're excited to be featured in an episode of Károly's two-minute papers (apparently the group is "guns-blazing" 😂).
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@wenzeljakob
Wenzel Jakob
1 year
I submitted my tenure dossier today 🥳, it will now be evaluated for up to a year! It was wonderful to do this work with great colleagues and students, especially former+current RGL members @tizianzeltner , @merlin_ND , @DelioVicini , @b_nicolet , @gllmLoubet , @seb_spe , @njroussel 🙇
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@wenzeljakob
Wenzel Jakob
3 years
Usually, finding a bug in your paper's experimental evaluation is just bad news! Not so this time: thanks to a bug found by Heloïse ( @DinechinHeloise ), Specular Manifold Sampling improves across the board. Tizian ( @tizianzeltner ) posted an explanation and re-generated the paper.
@tizianzeltner
Tizian Zeltner
3 years
Thanks to @DinechinHeloise we were able to fix a subtle bug in our reference implementation of the "specular manifold sampling" (SIGGRAPH 2020) paper. Convergence is now considerably improved in some cases. See here for the updated paper and explanation:
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@wenzeljakob
Wenzel Jakob
9 months
Education in Switzerland: kids in my daughter's pre-school are already learning about signed distance functions!
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@wenzeljakob
Wenzel Jakob
2 years
I've added new abstractions to nanobind to easily exchange CPU/GPU/.. tensors with modern array programming tools including Numpy, PyTorch, TensorFlow, and JAX. The library takes care of all the nitty-gritty details of this process. Details:
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@wenzeljakob
Wenzel Jakob
2 years
Our method naturally handles secondary effects like shadows and indirect illumination, which can disambiguate the tricky solution space of single-view optimizations. This is done without any priors, neural networks, etc. — just good old physics and derivatives. (7/8)
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@wenzeljakob
Wenzel Jakob
3 years
Matt, Greg, and I are looking for a scene to put on the front cover of the 4th edition of the Physically Based Rendering book. Would you be willing to help? If so, please get in touch with us!
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@wenzeljakob
Wenzel Jakob
4 years
The second (w/ @tizianzeltner , @iliyang ) is an efficient and surprisingly simple approach for sampling specular paths to render things like caustics and glints in standard path tracers. The main contribution is a way of performing Manifold Walks on complex and messy geometry. 1/3
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@wenzeljakob
Wenzel Jakob
2 years
Anyways, if you have encountered similar issues in the past, then this is for you: 🎁 (includes detailed explanations of those plots). It's still a work in progress, let me know what you think. (7/7)
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@wenzeljakob
Wenzel Jakob
4 years
In the meantime, we've been working hard on getting Mitsuba 2 in shape for a release. This has been taking much longer than anticipated, and I apologize to those waiting—it's going to take at least another month. This is a massive effort and we want to make sure to get it right!
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@wenzeljakob
Wenzel Jakob
4 years
I missed these toys during the lockdown! This is an ellipsometer (a device for measuring how surface reflection changes the polarization state of light) built in the last few weeks—will post some more details soon.
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@wenzeljakob
Wenzel Jakob
3 months
What's going on with LLVM's libc++ project? I noticed yesterday that the header file containing std::vector<> expands to 2 to 2.4 megabytes of pre-processed header code! (of which >99% is overhead) This ...
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@wenzeljakob
Wenzel Jakob
1 year
Very impressed with @wkjarosz 's HDRView image viewer, whose user interface just became a lot fancier. It also supports HDR displays on macOS—if you have a recent M1 or M2 apple laptop, those fireflies in EXRs will truly radiate.
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@wkjarosz
Wojciech Jarosz
1 year
Before the term starts tomorrow I managed to release a new version of HDRView (my #research oriented #ImageEditor for examining, comparing, and manipulating #HighDynamicRange #HDR images). retweets appreciated #graphics , #rendering , #opensource , #foss
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@wenzeljakob
Wenzel Jakob
4 years
The third is a collaboration with KAIST & MSRA involving Seung-Hwan Baek, @tizianzeltner , Hyun Jin Ku, Inseung Hwang, Xin Tong, and Min Kim. We’ve put together the first comprehensive database of BRDF measurements that captures changes in polarization state of light. 1/3
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@wenzeljakob
Wenzel Jakob
5 years
The second (with @gllmLoubet and @nholzschuch ) introduces a new way of differentiating those pesky visibility-induced discontinuities by performing a change of variables that freezes them in place. This lets one do cool stuff :).
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@wenzeljakob
Wenzel Jakob
4 years
Please drop me a message if these kinds of topics are interesting to you.
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@wenzeljakob
Wenzel Jakob
4 years
Merlin ( @Merlin_ND ) and Delio also recorded their SIGGRAPH Asia presentation of the paper "Mitsuba 2: A Retargetable Forward and Inverse Renderer" for those who missed it -- check it out here:
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@wenzeljakob
Wenzel Jakob
2 years
Many congratulations to Dr. Tizian Zeltner (wearing some nifty polarization optics on his graduation hat :-)). @tizianzeltner , it has been such a privilege to work with you! I can't wait to see what you will do next!
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@wenzeljakob
Wenzel Jakob
4 years
I'm actively looking for students, both at the PhD and postdoc level. If you're interested in inverse and differentiable rendering involving realistic light transport, please reach out! Some information is also available here:
@ICepfl
EPFL Computer and Communication Sciences
4 years
Wenzel Jakob ( @wenzeljakob ) is looking for #PhD students. Find out more about his #research , and learn more about our @EPFL #EDIC #computerscience PhD program:
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@wenzeljakob
Wenzel Jakob
2 years
Tizian Zeltner ( @tizianzeltner ) wrote a thorough animated introduction of polarized light, how it’s handled in the renderer, and the many things one must watch out for to prevent sign errors in the result. (We even built a machine in the lab at some point as an extra “testcase”)
@DanielDarabos
Daniel Darabos
2 years
@wenzeljakob I clicked the documentation for polarized rendering out of curiosity and found what must be someone's doctoral thesis. It's amazing!
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@wenzeljakob
Wenzel Jakob
5 years
I am planning to recruit a PhD student in the upcoming admissions cycle (deadline: Dec. 15). Are you interested in differentiable rendering, rendering systems, and material appearance? Do you like hacking on Mitsuba? Please get in touch/spread the word!
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@wenzeljakob
Wenzel Jakob
4 years
Glint rendering suddenly becomes very simple (basically just do a few Newton steps on the normal map to find a connection). We also propose biased variants of everything that converge even faster, while remaining temporally coherent. 3/3
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@wenzeljakob
Wenzel Jakob
2 years
There is one big catch: visibility changes at silhouette boundaries introduce discontinuities that break the differentiation process within the renderer. The optimization generally diverges towards bizarre solutions unless extra steps are taken. (3/8).
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@wenzeljakob
Wenzel Jakob
4 years
Guillaume ( @gllmLoubet ) made a recording of his SIGGRAPH Asia presentation "Reparameterizing discontinuous integrands for differentiable rendering" for those who couldn't make it to Australia. Check it out here:
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@wenzeljakob
Wenzel Jakob
2 years
Our method collects a small amount of extra information during ray intersection (aka. sphere tracing) to construct a *reparameterization* that makes the discontinuities mathematically benign. This enables accurate gradient estimates. (4/8)
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@wenzeljakob
Wenzel Jakob
3 years
Disclaimer: Sobolev preconditioned gradient descent involving mesh energies has been used by others, in some cases decades ago. The contribution of this paper is to realize how useful such techniques can be for differentiable rendering, and to show how it all fits together. (7/7)
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@wenzeljakob
Wenzel Jakob
2 years
A feature request to the Apple GPU/Metal team ( @graphicsguyale , @MGDev91 , @gavkar , ..?). Many exciting graphics/compute applications these days involve dynamic compilation, and for this they require some way of piping their JITted code into the GPU. 1/4
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@wenzeljakob
Wenzel Jakob
2 years
nanobind addresses all three: compilation time improves by a factor of 2-3x, binary size by a factor of 3x, and perf. overhead up to a whopping 8x compared to pybind11! This was possible thanks to technological improvements (C++17, PEP 590) and a philosophical shift. (4/7)
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@wenzeljakob
Wenzel Jakob
4 years
Baptiste Nicolet has put together a really nice Blender plugin over the course of the last few months. It imports Mitsuba's python extension module into the Blender process and then efficiently fetches mesh data from Blender's in-memory representation!
@b_nicolet
Baptiste Nicolet
4 years
Over the last months, I've been working with @wenzeljakob 's team to develop an exporter addon for Mitsuba 2 in Blender. Today I'm happy to release its first version! Go check it out here: More features coming soon!
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@wenzeljakob
Wenzel Jakob
1 year
Oops..
@elonmusk
Elon Musk
2 years
The acid test for any two competing socioeconomic systems is which side needs to build a wall to keep people from escaping? That’s the bad one!
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@wenzeljakob
Wenzel Jakob
1 year
Check out our paper for more details at
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@wenzeljakob
Wenzel Jakob
2 years
SDFs are a neat representation because they can easily adapt to objects of arbitrary topology. To use them for such reconstruction tasks, the rendered image must be differentiated with respect to the SDF parameters. (2/8)
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@wenzeljakob
Wenzel Jakob
4 years
After a period of low activity, pybind11 has been completely revitalized thanks to several top contributors joining the team (Eric Cousineau, Ralf Grosse-Kunstleve, Axel Huebl, Henry Schreiner, Boris Staletic, Yannick Jadoul). Largest update in >3 years:
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@wenzeljakob
Wenzel Jakob
2 years
pybind11 development is now done in a team, with significant growth since those humble beginnings: it constitutes a core component of software across the world including flagship projects like PyTorch or TensorFlow. The GitHub repository is cloned >100'000 times *per day*. (2/7)
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@wenzeljakob
Wenzel Jakob
2 years
Delio just released the reference implementation of his SIGGRAPH paper on differentiable SDF rendering. This was used to reconstruct a chair starting from a sphere in the Mitsuba 3 teaser video posted a few days ago.
@DelioVicini
Delio Vicini
2 years
We've just released the implementation of our Siggraph 2022 paper on "Differentiable Signed Distance Function Rendering" on Github: . The code allows to optimize SDFs from (synthetic) reference images and is based on Mitsuba 3/Dr.Jit! (1/3)
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@wenzeljakob
Wenzel Jakob
10 months
I'll soon have my last tenure defense talk and wanted to get a fancy shirt from @HUGOBOSS for the occasion. Then I found out that their business in Russia has actually grown (!) since the invasion of Ukraine (). How shameful. I guess I'll go somewhere else.
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@wenzeljakob
Wenzel Jakob
2 years
Mitsuba 3 is easy to install and use from Python, which simplifies many things. Materials, textures, and even full rendering algorithms can be developed in Python, which the system JIT-compiles into efficient megakernels for the GPU (via OptiX) or CPU (via LLVM). 2/10
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@wenzeljakob
Wenzel Jakob
2 years
Three EPFL students planning to attend @siggraph '22 are facing concerning delays in their Canada visa applications. They submitted biometric data and traveled personally to the nearest consulate with visa service (Lyon, France). They've been waiting 2 to 3 (!) months .. 1/2
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@wenzeljakob
Wenzel Jakob
4 years
It enables a multitude of new applications building its support for inverse and differentiable rendering, GPU ray tracing, and spectro-polarimetric simulation.
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@wenzeljakob
Wenzel Jakob
3 years
Differentiable rendering can be surprisingly fragile whenever meshes are involved. A noisy gradient descent step is all it takes to turn the current reconstruction inside-out. The standard countermeasure for those kinds of problems is called Laplacian regularization. (2/7)
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@wenzeljakob
Wenzel Jakob
2 years
Why spend time on such a weird/niche thing? (Python bindings, really Wenzel? - it's not even related to your research..) The reason is that pybind11 is such a core component of all software that my lab develops that the overheads of the binding layer have become untenable. (6/7)
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@wenzeljakob
Wenzel Jakob
1 year
To learn more about nanobind, check out its page on readthedocs (). Benefits compared to pybind11 and other tools are explained here: . The nanobind logo was drawn by AndoTwin studios.
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@wenzeljakob
Wenzel Jakob
4 years
Beautiful work by Rohan Sawhney and Keenan Crane ( @rohansawhney1 , @keenanisalive ) that shows how Monte Carlo techniques (widely used in the rendering community) can be used to solve extremely challenging geometric problems.
@keenanisalive
Keenan Crane
4 years
Very excited to share #SIGGRAPH2020 paper w/ @rohansawhney1 on "Monte Carlo Geometry Processing" We reimagine geometric algorithms without mesh generation or linear solves. Basically "ray tracing for geometry"—and that analogy goes pretty deep (1/n)
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@wenzeljakob
Wenzel Jakob
3 years
The core idea is to go to second order (think: Newton's method) in the smoothness term, within an overall first-order optimization. The result can be interpreted as Sobolev preconditioned descent, or as a mesh reparameterization via @OlgaSorkineH 's differential coordinates. (5/7)
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@wenzeljakob
Wenzel Jakob
1 year
For those of visiting the EPFL Portes Ouvertes this weekend: I am running a demo session where you can see my group's optical measurement lab in real life and watch me struggle to explain it all in French😅. Sign-up:
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@wenzeljakob
Wenzel Jakob
5 years
I just released a new version of pybind11 that adds support for Python 3.8. It also fixes annoying crashes when importing multiple libraries that use pybind11 ( @PyTorch et al.) produced by ABI-incompatible compilers. (e.g. GCC/libstdc++ and Clang/libc++).
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@wenzeljakob
Wenzel Jakob
3 years
@samdutter @b_nicolet @_AlecJacobson Between 13-25 images with fixed viewpoints (→Table 1). Figure 8 in the paper shows what quality you can expect with a really low number of views (say, 1 to 4). Also worth noting: absolutely no neural networks are involved here.
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@wenzeljakob
Wenzel Jakob
3 years
Roughly speaking, a Laplacian regularizer wants each vertex to be at the center of its neighbors. This tightly couples the optimization variables, which is something that first-order methods like gradient descent really struggle with. (3/7)
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@wenzeljakob
Wenzel Jakob
7 months
@warrenm It sounds to me like you had a bad experience with CMake in the past (and it did have lots of problems some years back). But CMake has changed *significantly* over time — many points that people object to really aren't valid complaints anymore. So this tweet seems a bit harsh.
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@wenzeljakob
Wenzel Jakob
2 years
Baptiste has created an efficient self-contained Python package that simplifies solving linear systems using a sparse Cholesky factorization. It has CPU and CUDA backends and can exchange data with array programming frameworks like PyTorch/Tensorflow/JAX. Check it out!
@b_nicolet
Baptiste Nicolet
2 years
I'm happy to share 'cholespy', a self-contained Cholesky solver on the CPU or GPU, that is easily integrable with most tensor frameworks! You can find the code on GitHub or install it via PyPI: [1/4]
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@wenzeljakob
Wenzel Jakob
2 years
@millenialhacker This project is certified 100% free of “AI”. In other words, no neural nets, just good old physics and gradient descent.
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@wenzeljakob
Wenzel Jakob
3 months
.. slows down every compilation step of essentially every C++ project. The issue () is apparently well-known but not a big priority. The developers say that they are too busy adding new features to dedicate serious resources to it.
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@wenzeljakob
Wenzel Jakob
3 months
While much has been said and written about this problem, current methods often perform poorly. We present *projective sampling*, a new method to accelerate derivative evaluation by orders of magnitude. This is joint work with Ziyi Zhang/ @Ziyi_Zh and Nicolas Roussel/ @njroussel .2/7
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@wenzeljakob
Wenzel Jakob
3 years
Regularization is also always a compromise: we must give up on finding the best solution in exchange for one that is reasonably smooth. Our method addresses both of these limitations. (4/7)
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@wenzeljakob
Wenzel Jakob
3 months
We’ve also made a video tutorial that will guide you through your first steps when using this method in Mitsuba. It showcases the reconstruction of a geometric object using only its shadows. Link: 7/7
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@wenzeljakob
Wenzel Jakob
4 years
Entitled users of open source projects (pybind11, in this case) around Christmas time. You can’t make this stuff up.
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@wenzeljakob
Wenzel Jakob
3 years
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@wenzeljakob
Wenzel Jakob
2 years
Sebastien Speierer ( @seb_spe ) has been instrumental in building RGL's differentiable rendering infrastructure (Mitsuba 3, Dr.Jit) and is on the job market this Fall. I can't recommend him enough!
@seb_spe
Sebastien Speierer
2 years
After working for +3 years on Mitsuba 3, I am now ready to move forward in my career and bring physically-based inverse rendering to the industry. So if you and your team are interested in such topics, feel free to reach out. Or let’s chat in person at SIGGRAPH next week! 🚀
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